Flavia pounds on the wooden block door with the hilt of her dagger. "HERE!" she yells, with little hope of being heard over the sounds of combat she perceives outside.

Spoiler:

So we have one unconscious civilian, two others with daggers, Mason with a dagger at 3 hp, and Flavia. She will put her other hidden dagger in an easily accessible place, the better for fighting with, my dear.

The other guard murmurs some more words, a dark energy emanates from his holy symbol, and Matsumoto, Corvin, and Savendir feel a searing pain as the negative energy flows through their bodies Damage:1d6 ⇒ 1 DC11 Will Save for half damage. The guard hurries back to the damaged door and quickly squeezes through.

Matsumoto continues to slip closer to death. Fortunately, Savendir is able to reach him in time to heal his wounds. now at +4. As Corvin searches in vain for something to hit, the guard pops out on top of the block room and fires another bolt in his direction. attack: 1d20 + 3 ⇒ (7) + 3 = 10, damage: 1d8 ⇒ 3

The bolt is wide of its mark. Corvin sees that the guard is on top of the inner block building near the corner. On the east wall of the inner building is a ladder leading to the top of the building. The ladder is 20 feet tall.

Yes, a double move will put you at the top of the building. No climb check needed, with your climb skill you can't fail. Are you going to go all the way to the top of the ladder? You will not be able to dismount it until your next round. Also, the ladder extends 5 feet past the top of the inner building. You will need to dismount on to square I5 if you intend to get on top of the building with the guard.

Yes, a double move will put you at the top of the building. No climb check needed, with your climb skill you can't fail. Are you going to go all the way to the top of the ladder? You will not be able to dismount it until your next round. Also, the ladder extends 5 feet past the top of the inner building. You will need to dismount on to square I5 if you intend to get on top of the building with the guard.

How hard would it be for Corvin to yank the guard off the platform while standing on the ladder?

Savendir: No you do not see the guard who went outside. Corvin: You can do it, you will need to make a grapple check first to grab the guard and then a strength check to pull him off. Bear in mind, he will be able to act before you get a chance to make the grapple check. Also, you will need to make an acrobatics check to keep your balance on the ladder.

Corvin: You can do it, you will need to make a grapple check first to grab the guard and then a strength check to pull him off. Bear in mind, he will be able to act before you get a chance to make the grapple check. Also, you will need to make an acrobatics check to keep your balance on the ladder.

Well... that's probably not a good idea, then. I guess on his action, Corvin's just going to step off the ladder at the top and attack.

After checking to see if he could pursue the other guard, Savendir rushes back into the warehouse. "I can't see where the other one went," he yells to the others. "We are going to have to be quick here."

Rokuro pulls himself groggily to his feet and nods his thanks to Savendir. He reaches around and rummages in his pack for a second, pulling out a vial of light blue liquid. With a quick gulp he downs the whole thing and sighs as warmth spreads though his body.

The guard sees Corvin at the top of the ladder. He tries to shove the ladder off the wall. Strength Check (DC 5): 1d20 + 1 ⇒ (3) + 1 = 4 *face palm* The guard is unable to get a good shove on the ladder and it resists his attempt to push it off. The guard drops his bow behind him and pulls his short sword.

As the sound of battle subsides, everyone hears the pounding on the door of the inner block building.

"Savendir! Rokuro! Thank the gods you found us. It's so great to see you! We found kidnappees. Mason is really hurt, and so is one of the prisoners. Did you see our stuff anywhere? What was that crash? Where are Corvin and Enard? Do you have a light? It's pitch black in there. Ach, you guys are hurt, too. If we can find Mason's holy symbol, he can help everyone. Is there anybody left to kill?" She steps back and waves her dagger ferociously.

Well, back down the ladder I guess... Either that or jumping off the roof. Jump check to tuck and roll?

You can make a DC 15 Acrobatic check to avoid damage for the first 10 feet, and suffer 1d6 nonlethal damage for the second 10 feet. If you fail the check you suffer 2d6 damage and will end up prone. If try to jump on the guard, treat it as another bull rush attempt and also do 2d6 damage to the guard from your weight and spiked gauntlets.